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How did you manage to make it work for all these platforms? Did you make a wrapper for each platform, with a shared interface to the game code?

Yes, the scenemon.dpr has IFDEFs in the USES clausel for each target platform for to load different API units for each target plaform and the whole scenemon.dpr has itself many target-platform-specifies IFDEFs for to have different individual main loops and/or different exports for each target platform (for example at android for bridging over the Java Native Interface, because the new NativeActivity stuff at Android >=2.3 is still too far limited for the real enhanced usage (for more than for simple pure games), for example for sending android intents to other activity as just as for example for to the android internet browser, for to open a URL from your native-code-based game).

Hi Bero! I could not test this because my android device is version 2.2 and this requires 2.3 but it looks cool from the video
Is there any feature in it that requires 2.3 or could you recompile for 2.2?

About your FPC patches, could you please make them available?
I have started to use Freepascal for Android too and want to try porting my game engine.

Hi Bero! I could not test this because my android device is version 2.2 and this requires 2.3 but it looks cool from the video
Is there any feature in it that requires 2.3 or could you recompile for 2.2?

Because of these reasons:

I'm using the OpenSL ES as sound output API and the native asset api, which're both first available from as of Android >= 2.3 / Android API Level >= 9.

Incomplete OpenGL 2.0 API implementation at Java level, where many API functions were empty stubs with unimplemented-exception-calls, good for native-code stuff this is no issue, but Android <=2.2 has still many other OpenGL-based issues, for example, buggy GPU drivers.

Android <= 2.2 has no parallel-executed garbage collector, only a stop-and-go incremental garbage collector, which can be often a frame rate killer, even at native code non-java-based games, if the CPU is only a singlecore CPU and in the background runs still many other java-based apps.

Devices, which can run Android >= 2.3 with an offical Android >= 2.3 ROM from the device manufacturer (not inoffical homebrew hacky custom ROM stuff), meets the minimum hardware requirements of Scenemon in 98% of the cases, and devices, which can run maximal Android 2.2 / had only ROM updates to Android 2.2, only in circa 25% of the cases.

Originally Posted by VilleK

About your FPC patches, could you please make them available?
I have started to use Freepascal for Android too and want to try porting my game engine.

Yes in the next days or weeks, since I must even for my reallife day job improve the ARM code generator of FreePascal for the company where I'm working for them, and when I'm done with it, I'll send all patches to FPK (Florian Klaempf) in one big patch archive.

Originally Posted by AirPas

very nice game , i like the smooth movement of the menu and the transition between them .
but why using sdl since you are in win platform or just because of porting matter ?

Because SDL is for the usage on the Windows, Linux and Mac OSX target platforms at the same time, see my C64 emulator micro64 for Win/Linux/MacOSX http://micro64.de/ (which is one of the most accurate C64 emulators today). Short Scenemon is already for Linux and MacOSX without any further code changes but I had found no time yet, to reboot, to build these Linux and MacOSX binaries.

Yes in the next days or weeks, since I must even for my reallife day job improve the ARM code generator of FreePascal for the company where I'm working for them, and when I'm done with it, I'll send all patches to FPK (Florian Klaempf) in one big patch archive.

Maximum respect BeRo! this is not only awesome but that a farbrausch member frequents PGD? it's an honour thank you very much for your work on the ARM code-gen, I'll no doubt be unaware that there was a problem during some future coding session thanks to you